#version 330 core

layout(location = 1) in vec3 a_Position;
layout(location = 2) in vec3 a_Normal;
layout(location = 3) in vec2 a_TexCoord;


uniform mat4 u_mProj;
uniform mat4 u_mModel;

out vec3 v_Position;
out vec3 v_LocalPosition;
out vec3 v_Normal;










void main(void)
{
	v_LocalPosition = a_Position;
	v_Position = (u_mModel*vec4(v_LocalPosition, 1)).xyz;
	v_Normal = mat3(u_mModel)*a_Normal;
	gl_Position  = u_mProj*vec4(v_Position, 1.0);
}